/Engine/Source/Runtime/Engine/Public/PrimitiveViewRelevance.h
The different types of relevance a primitive scene proxy can declare towards a particular scene view. the class is only storing bits, and has an |= operator
struct FPrimitiveViewRelevance : public [FMaterialRelevance](API\Runtime\Engine\Materials\FMaterialRelevance)
uint32:  1
bDrawRelevance
The primitive is drawn.
uint32:  1
bDynamicRelevance
The primitive's dynamic elements are rendered for the view.
uint32:  1
bEditorNoDepthTestPrimitiveRelevance
The primitive is drawn only in the editor and composited onto the scene after post processing using no depth testing
uint32:  1
bEditorPrimitiveRelevance
The primitive is drawn only in the editor and composited onto the scene after post processing
uint32:  1
bEditorStaticSelectionRelevance
The primitive's static elements are selected and rendered again in the selection outline pass
uint32:  1
bEditorVisualizeLevelInstanceRelevance
The primitive's elements belong to a LevelInstance which is being edited and rendered again in the visualize LevelInstance pass
uint32:  1
bHasSimpleLights
The primitive should have GatherSimpleLights called on the proxy when gathering simple lights.
uint32:  1
bInitializedThisFrame
Whether this primitive view relevance has been initialized this frame.
uint32:  1
bRenderCustomDepth
The primitive should render to the custom depth pass.
uint32:  1
bRenderInDepthPass
The primitive should render to the depth prepass even if it's not rendered in the main pass.
uint32:  1
bRenderInMainPass
The primitive should render to the base pass / normal depth / velocity rendering.
uint32:  1
bRenderInSecondStageDepthPass
Whether the primitive should be rendered in the second stage depth only pass.
uint32:  1
bShadowRelevance
The primitive is casting a shadow.
uint32:  1
bStaticRelevance
Warning: This class is memzeroed externally as 0 is assumed a valid value for all members meaning 'not relevant'.
uint32:  1
bTranslucentSelfShadow
Whether the primitive has materials that use volumetric translucent self shadow.
uint32:  1
bUsesLightingChannels
Whether the primitive uses non-default lighting channels.
uint32:  1
bVelocityRelevance
The primitive should render velocity.